Zbrush | *.mp4 | project files | 4.40 GB
This 12 hour ZBrush tutorial is aimed at anyone who is new or fairly new to ZBrush and who is keen to learn about character creation from the ground up. Follow Martin as he works though the process of creating the geometry for a character model, in real time, providing expert tips about the tools and techniques that he uses along the way.
The full tutorial starts with Quick sketch. I found this to be a very simple way to introduce the user to the idea of working in ZBrush. We explore the brush menu, the document navigation, and painting on a 3d object.
Before we start doing any further, I go into some important aspects of the interface that the user will need to know while working with Zbrush.
It later goes into ZSpheres and the creation of your armature that you will be using for generating your working mesh. We also go into things like Layers during this process to save Poses while you test your models for proportions.
Then we go ahead and go through the tools involved with making an organized PolyGroup setup so that later sculpting can be simplified. The Tool visibility tools are explored during this time.
Before I go into sculpting, I talk about the major properties of a brush and what the user needs to know when doing any sculpting on the model, or changing these aspects of the brush.
Once the mesh is made and organised, we go into the process of sculpting the model, and this is where we spend the majority of our time. Initially I spend time editing the mid sized proportions on the model and this is where transpose is introduced in some detail. I only introduce what is needed however, so as we move further ahead, I add bits of information as they are needed. As a result of covering transpose, we also go over the topic of masking.
After we have our base mesh fixed up to a certain extent, and the initial sculpting is done using the Clay brush, I start going into the process of extraction. I use the Tool, Extract function to generate very basic meshes for the clothes. At tis time, the process of retopology is just introduced lightly, for when we need to create the belt. This is also coupled with Extraction to create a very clean extruded mesh with holes.
Shadow box is used for the smaller items that need to have a more specific shape. We create the bits of cloth that are holding the belt, the belt buckle using this tool.
Once that is done, the MatchMaker brush is introduced to add curvature to the belt buckle.
Later chapters deal with sculpting, and using the tools learned up to this point. Some more things get elaborated, but from this point on the focus changes from only the toolset that Zbrush provides, into covering topics that will ultimately make a successful character. There are some discussions about wrinkles and what causes them, the process of making them, when is the right time to get into further details like veins, etc. There is a chapter dedicated toward a discussion about what I have done up to this point, and why, and it is at this point where we must step back and look at our work, before we go into detailing further, because the last 20 percent will take as long as the first 80 percent.